The purpose of this study is to analyze the game elements based on Gagne Nine Events of Instruction and to develop instrument which will be use to analyze the game elements needed in the development of digital educational games. The study was conducted using qualitative design where the interview and observation involved. A total of 20 students from a school in Tanjong Malim Perak participated in this survey. The findings of the study show that eight game elements are analyzed based on Gagne Nine Events of Instruction that are mystery, action, challenge, being at risk, uncertainty of outcome, opportunity for mastery, visible signs of progress and emotional content. These elements will be aligned with Gagne Nine Events of Instruction to develop an instrument. In conclusion, this study will further enhance the digital educational games design process and further promote innovation in teaching and learning in line with the Malaysian Education Blueprint 2013-2025.
Allen, M. W. (2007). Designing Successful e-Learning. San Francisco: Pfeiffer.
Barab, S., Scott, B., Siyahhan, S., Goldstone, R., Ingram-Goble, A., Zuiker, S., & Warren, S. (2009). Transformational play as a curricular scaffold: Using videogames to support science education. Journal of Science Education and Technology, 18(4), 305-320.
Facer, K. (2003). Computer Games and Learning: Why Do We Think it’s Worth Talking About Computer Games and Learning in The Same Breath? Retrieved from http://www2.futurelab.org.uk
Gros, B. (2007). Digital Games in Education: The Design of Games-Based Learning Environments. Journal of Research on Technology in Education. 40(1): 23–38.
Hsu, C. Y., & Tsai, C. C. (2013). Examining the effects of combining self-explanation principles with an educational game on learning science concepts. Interactive Learning Environments, 21(2), 104–115.
Lee, Y. L. (2009). Enhancement of Fractions from Playing a Game. Proceedings of the 32nd Annual Conference of the Mathematics (pp. 323-330). Crossing divides: MERGA 32
Milosevic, D., Milicevic, B., Besic, C., and Bozovic, M. (2010). Applying Educational Games in Primary School Education. Technics Technologies Education Management. 5(4): 693-699.
Squire, K. and Jenkins, H. (2003). Harnessing the Power of Games in Education, InSight. 3: 5-33.
Fatimah, W. A. and Hidayah, N. A. L. (2010). Development of a Mathematic Courseware: Fractions. Perak: Universiti Teknologi PETRONAS.
In-Text Citation: (Azizan, Yatim, Ibharim, & Zain, 2019)
To Cite this Article: Azizan, U. H., Yatim, M. H. M., Ibharim, L. F., & Zain, N. Z. M. (2019). Analysis of Game Elements in Digital Educational Game According to Gagne Nine Events of Instruction. International Journal of Academic Research in Business and Social Sciences, 9(7), 131–135.
Copyright: © 2019 The Author(s)
Published by Human Resource Management Academic Research Society (www.hrmars.com)
This article is published under the Creative Commons Attribution (CC BY 4.0) license. Anyone may reproduce, distribute, translate and create derivative works of this article (for both commercial and non-commercial purposes), subject to full attribution to the original publication and authors. The full terms of this license may be seen at: http://creativecommons.org/licences/by/4.0/legalcode